OldMeat on 3/10/2014 at 20:50
Sorry ZylonBane, I meant Fan Missions. :o
Xorak on 4/10/2014 at 00:11
Quote Posted by DrK
Unless newdark changed things around, shadows cast by objects have no influence whatsoever on the lightgem. You hide in a shadow but you're still visible to the AI.
It's great to work on atmosphere and lighting though, and that's mostly how I use it.
Indeed, NewDark changed some things around. ;)
OldMeat on 4/10/2014 at 04:27
Earlier I decided to do a quick experiment and made a small room set up the player factory settings and put in a solid cylindrical pillar, a cube pillar, and a statue object (shows as a rectangle on the editor map), then placed a torch in the center and all of these were place at equal distances from the torch.
This was done using Dromed Final 1.22 and the objcast light was set for the lighting and the torch radius set to a commonly used number.
The light gem had reaction to both solid brushes and the statue object.
I did not use an enemy AI with a team set, so I do not know if the AI would react or not if the player was hiding behind the statue, but I still could get a darkened gem behind and in the lesser defined shadow of the statue object, although it did have a less pronounced effect on the light gem then the geometric solid brushes had.
Then I tried it in a chapel I have been working on with a patrolling enemy AI and doused one torch and was still able to find some shadow cast from a pew within a reasonably close distance from that AI. It did effect differences on the light gem but not with every single bench object, but most of them if I approached the objects slowly enough.
I do not know exactly what is meant by the term Dynamic lighting and it may be unrelated and have nothing to do with the subject being talked about in this thread, but earlier versions of Dromed particularly the ones offered with TDP and Thief Gold did not have dynamic lighting.
Thief 2 did have dynamic lighting and now that I am using the upgraded version of Dromed, shadows cast from some objects do seem to have an effect on the light gem.
Or could this just be some kind of glitch in how I set up my latest version of Dromed?
nicked on 4/10/2014 at 06:26
If an object is set to immobile and has runtime object shadow, it will allow player concealment.
Xorak on 4/10/2014 at 06:51
Dynamic lighting is lighting that moves around, like a carried torch, but can also mean the animlights that switch on and off. Basically any non-static light.
DrK on 4/10/2014 at 10:45
Quote Posted by nicked
If an object is set to immobile and has
runtime object shadow, it will allow player concealment.
How did I miss this feature before ? :eek:
I've always tried to use shadows from objects for gameplay purpose, but never found a way to do it, so I thought for sure it was a problem within the engine. This runtime object shadow property works like a charm ! Was it there before or is it a new feature from newdark ?
Now I'll have to backtrack every object casting shadows and add this feature...
fibanocci on 4/10/2014 at 11:03
Quote Posted by nicked
If an object is set to immobile and has runtime object shadow, it will allow player concealment.
In addition: That doesn't work with sunlight.
ZylonBane on 4/10/2014 at 13:06
Quote Posted by Xorak
Dynamic lighting is lighting that moves around, like a carried torch, but can also mean the animlights that switch on and off. Basically any non-static light.
No. "Dynamic light" and "Anim light" in DromEd mean very specific things. They are not synonyms.
LarryG on 4/10/2014 at 15:53
Quote Posted by DrK
How did I miss this feature before ? :eek:
I've always tried to use shadows from objects for gameplay purpose, but never found a way to do it, so I thought for sure it was a problem within the engine. This runtime object shadow property works like a charm ! Was it there before or is it a new feature from newdark ?
Now I'll have to backtrack every object casting shadows and add this feature...
It's not new with NewDark, it was just ... buggy ... before NewDark. NewDark made it work more reasonably.